Cormyr and the Dalelands

General Category => General Discussion => Topic started by: sneakyone on Dec 21, 2021, 04:53 AM

Title: My struggle with XP lockdown
Post by: sneakyone on Dec 21, 2021, 04:53 AM
Disclaimer

First of all, love the server. It's very beautifully built and there's lots of custom content that make the core game so much better.
I've also met lots of great players. Actually everyone I've RPed with have been awesome and have really put lots of effort to their characters.

However one thing that I truly don't understand, and what I'm seriously struggling with is this XP system. I tried search and read old topics and rants about it, and still simply could not figure out why it's there.

I'm propably poking a touchy topic here. Hopefully nobody gets mad because this is not directed against anyone personally and I hope the discussion remains strictly so. However I do feel like this is something I have to get off my back. Either I get convinced I'm wrong about everything, or I get convinced this is not a place for me. Or just maybe the team might reconsider the necessity of this whole system.



Without further rambling, here are some of my issues with this RP XP system:

"RP XP" does not encourage RP
At least for me, most interesting character evolving happens organically when I do what my character would normally ICly do, which often is exploring and adventuring. When this artificial lockdown kicks in and completely removes all motivation to go out and do your thing, and it really hurts RP. Being forced to sit in square, get bored, talk with other people who are bored and just wait for ticks.. with nothing in common to do, it only leads to goofiness and forced "RP". Worse yet, I often find myself go to places that my character would ICly avoid, only because that's where majority of people linger. Last but not least, it might lead you to sign up for event with a character that would never, ever be there ICly.

It discourages activity
This is my biggest issue. When I lose all motivation and incentive to go out, what am I supposed to do? Socialize with random people for OOC reason? I hate to say this but, to me (at the moment) it makes this feel like a social server.

It severely restricts creating new characters
If you play any kind of adventurer type of character, you propably want to level up at some point to get into new places. Having only one reliable source for progression requires that you log in for 2+ hours every day. For me at least, it means that if I ever want to level up my main character, I can propably never have more active characters than that. If you make alt and play that for a month or so, you can never "catch up" no matter how active you are, because progression at that point goes static speed.

It limits players' ability to create storylines
This is related to previous point, not being able to keep multiple alts up to speed. Say if I wanted to make a short-term evil peep/group to spice things up for others? Now you got no chance as it takes a year to get relevant. Sure you can beg for DMs to help with that, but you'd still lose all the joy of doing the usual journey. It would be like playing a NPC. Maybe I'm just used to players doing stuff like that instead of everything being up to DMs.

It splits already small playerbase
Traveling with old characters who are already at epics or reached level cap is out of the question. You simply can't reach high enough level to A) be within the 5 levels if you want to train with them or B) to be able to contribute at all when going to epic dungeons. Sure you can chat with them while stuck in the square but it's not even half of the fun if you can't have common activities.

It puts unfair and unnecessary stress on both players and DMs
This one is pretty self explanotary. Also, even if DMs did overtime dropping their own PCs and running quests, some players would still miss chances to join them. Players stress about lost chances to join events and sometimes even for just logging in. I do like the idea and possibility to request personal events/quests, but I don't like the thought of making those even partially for XP reasons.

In the end of the day, this is just a game and it should be easy to approach and fun
Daily tics, scheduling for events and all the application bureaucracy makes it feel like a part time job. You find yourself logging in even when completely unmotivated or too tired to do anything and just do some zombie things for those ticks. IMHO those who enjoy full-time socializing would NOT lose anything even if this system was removed, but it would make things more fun to those who enjoy being active.



I am not saying that leveling up should be easy and fast. Personally I enjoy it taking a proper time and I prefer high difficulty where you need a party to go with and get to RP with them. As long as it's there, available and up to players to decide when they want to train and have something meaningful to do.

"Yeah but the powerlevelers..."? As long as I remember, there has always been whining about powerleveling, but in the end of the day it has only been an issue on super slow xp, high PvP servers. I've been told that here PvP is just about non existent, and it always requires consent. So even if someone decided to powerlevel, who would it hurt? Some people love to level up faster, some slower, as long as everyone does it how they get most fun of their time, right?

If the reason of this system is to keep epic characters rare.. then I just don't get it. Is majority not supposed to ever get to see epic areas? If it's a power/balance thing, isn't that why cap has been lowered to 30?


Am I the only one getting absolutely crushed by these downsides?
Title: My struggle with XP lockdown
Post by: Wolfgar on Dec 21, 2021, 05:35 AM
This might be hard to see for someone new to server but even existence of the 300 daily fairy xp is actually huge progress and it got the leveling experience and speed to rather comfortable levels, on top of that you have pretty fast early game which allows you to try out builds, characters and concepts before you pick those you like to stick with when the progress slows down. It's balanced out so event xp are very welcome and significant boost and players have motivation to want to be involved yet those who cannot still aren't left completely stranded and have some means of progression.

Honestly I think it's exactly where it should be. We'll never see uncapped xp on CD and I don't think I'd want to. For longest time I've been proponent of playing only single character and found it bit unfair but in the end it did motivated me to make couple more characters and I found out I'm actually having more fun. Current system is perfect in a way that even if you have IRL stuff and can't play half of the day you can still keep up with everyone else on at least one character. If you have more time well you can have 2-3 characters that will still progress nicely. Or army of alts.

This is a system that takes in consideration that none of us is in their teens anymore, most of us not even in their twenties. It offers pretty fair compromise to allow people to progress and live their lives.

Point by point:

"RP XP" does not encourage RP
- It encourages you to log in and play, it's only up to you what you like to do. You can RP. You can run dungeons. You can run around collecting balls. And that's the BEST thing about it.

It discourages activity
- If I get into fun RP or go into dungeon I enjoy I honestly don't care if I'm getting ticks or not. Neither should you. If you want to keep progressing and have more time it allows you to progress few different characters at even pace with their friends and allies. Also social servers are bad? It's characters living their lives. Being social is part of it.

It severely restricts creating new characters
- Actually it had been exactly the opposite for me. Afer being player of one single character for good 15 years this system was what made me to try some new ideas, builds and characters and I'm having more fun for it in the end.

It limits players' ability to create storylines
- You can still do that. Early levels are unlimited and quick so you can even get new alts up to speed and try out character concepts and builds before you decide what you want to put time and effort into and that's great. Also as personal pet peeve please keep in mind there are players who simply do not enjoy player conflict, making antagonist disposable baddies is fine if that's the style you enjoy, just make sure everyone else involved is on board with that. Another option if you want to create storylines for other players is to consider DM application! That's what DM's on CD are supposed to be after all, the storytellers. DM program will give you all the tools needed to make stories for other players.

It splits already small playerbase
- The playerbase is largest than ever! You can find groups in almost any level range easily these days. Also the level range works bit differently. You add up level (including ECL) of all characters in the group, then divide it by the number of characters to get average. Everyone up to 3 levels from the average gets full xp, 4 is 50% of the xp and 5 from the average is none. This means it's not as limited as you might think.

It puts unfair and unnecessary stress on both players and DMs
- December is not good example being hectic for almost everyone but there are plenty of events to go around and choose from, we're covering more time zones now too.

In the end of the day, this is just a game and it should be easy to approach and fun
- I absolutely agree with that sentiment but I really believe the current system makes that fair compromise to have fun for everyone. From one extreme of having no fairy to the other extreme of completely unlimited combat XP the current system sits right in the middle. Sure the "most fun" might be in different spots for different players but it's the compromise so everyone is close enough to still have fun instead of being ideal for one player and terrible for another.
Title: My struggle with XP lockdown
Post by: Sir Ven on Dec 21, 2021, 06:28 AM
First of all, let me say thank you and well done for a well-written, clear and thoughtful post.    It's respectful and polite while clearly raising your thoughts and concerns.     I'd like to respond in kind with my thoughts.  Like your own disclaimer, these are just my thoughts :)  They're not intended as an attack, or argumentative, either towards Sneaky who started this conversation, the server itself or anyone in it. 

"RP XP Does not Encourage RP" / "It discourages activity"

I agree, it doesn't encourage RP - I agree, if anything, I think it discourages it.

 People will go and idly walk about the server, taking one transition every 5 minutes or so to go and get their ticks, there's also the now-infamous "Turns a page in their book" emote, which many suspect (rightly or wrongly) as being a way for people to mostly afk while their character is reading, with an excuse to occasionally emote and get their ticks.   These behaviours do not add to RP, they tend to detract from it - as someone may try to RP with the AFK-ish 5 minute explorer, or page-turner, only to get no response, become frustrated and give up.    I admit, this has happened to me enough times that if I see someone standing in the street, or standing in the square with a book I often don't even try to say hello.  I just walk on by and look for something else to do.

 - That being said.  RP is kind've the name of the game, for me at least.  It's why I'm here.   I don't particularly need an incentive to RP.  The RP is the Incentive.   I suspect regardless of the system you use there will always be some manner of flaw in it which will encourage people to get xp with the minimal amount of effort, so I'm not sure this makes CD's system particularly flawed. 


It severely restricts creating new characters

On this point, I respectfully disagree.  There's a constant turnstile of new characters pumping into the server on a pretty frequent basis.   From new players and old players alike, there's almost always people in your level range available to play with and adventure with, allowing for new dynamics and the exploring of new stories. 


Yes, it means that if you were hoping to catch-up with someone, that's going to take you a while (but not impossible, since levelling gets progressively slower as you need more and more rp xp for each level).  It also means that if you have alt-itis and want to play several characters, while your friend(s) play just 1 you're likely to fall behind, but I would suggest that's likely true of any xp system.  
The more you play, the more xp you get, generally speaking.

It limits player's ability to create storylines

(Here's my controversial bit)  I agree that limitations on players' ability to create their own storylines is an issue, but I don't think it's because of the XP system.   When it comes to storytelling I tend to feel that levels, while they can play a part, aren't hugely significant.   

To give an example, there was a story/situation not that long ago where my character, with I think 7 to 8 levels on their potential threat/rival was in real danger.    For my part, as long as the other character/player was clever about it, I'd have accepted (quite literally) a knife in the back.    In other words a conflict that relied on story, cunning and guile rather than the game's combat engine.    Okay, to be fair, we went out of our way a little bit to blur the lines on some skill checks and things in favour of being able to let the story continue, than being particularly picky and bringing it to a premature conclusion -but in my mind, that's just being a good sport, regardless of level. 

All that being said, the story came to an end, without a conclusion when we reached a point in the story where we all felt a DM's input and oversight was appropriate.   Not least because there was certainly the potential for NPC powers/forces to be involved and apply pressure in one way or another.    No DM wanted to pick up the story and so a build-up of months fizzled out and remains unresolved.   Subsequently, the player on the other side of the story largely seems to have given up on CD and moved on to other servers. 

There are other examples where a character's story hasn't been properly approved or vetted by the staff on CD in advance, usually with newer players to the server.    This can result in character's story being vetoed when they do hit the radar, with players reacting by giving up on the character, or the server entirely.   - Once again there's no accusation or blame here.   The newer player made a mistake and didn't realise the need to apply or get approval, the staff are just applying the rules equally to everyone in order to protect the integrity of story telling across the server.   Yet, without blaming anyone, the fact remains that the character/player driven story simply ends.

Of course DMs are volunteers and they're people with real lives and their own pressures.  It's not reasonable to expect or demand that one will pop-up as required whenever and for whatever asked.  Not saying that's wrong, not at all.  I often feel quite protective towards our DMs and hate to ever feel like I'm bothering them or wasting their time,  but I do think it is worth identifying the impact and cost of relying on DMs for significant story telling. 

My point is, I believe This is why the server can feel like a social server.  Not because of the Xp system, but because without DM oversight and/or prior approval a lot of stories simply cannot be told and DM's time and interest is finite.   The stories that can be told are ones of friendships, rivalries and romances. 

"But Ven, are you saying players can't do anything meaningful without a DM?"

That depends on your definition of meaningful.    My answer is, of course not!   - but my answer may still have you feeling like it's a social server.


 Feredir went through a crisis of faith and soul searching without a DM, which eventually lead him to converting to Eilistraee.  It was one of the most difficult decisions of his life, to turn his faith and prayers not to a god within the Seldarine, but to one literally exiled from the Seldarine, it involved numerous conversations with his nearest and dearest and spanned a period of months.    Julian is similarly going through a period of soul-searching right now, realising that he's not quite as "Free and honest" as he perhaps thought he was.   This has significant implications for his faith and strikes at the core of who he thinks he is, I don't honestly know what the outcome of this story will be (my favorite bit) and I'm looking forward to seeing how it pans out. 

But these are only meaningful to my character.  They're not significant in any broader sense.  Whereas even something as relatively 'safe' as a Yuletide party, a scavenger hunt, friendly duels/tournament, games in the hot springs, a charity fashion show, or a potluck at the Immerflow oaks (to name just a few examples from this year), have required a DM to either set them up or run them, or both.   Anything more significant and everything that may touch on the lives of an NPC or have an NPC react to it in any way, requires a DM, with no guarantee of a DM being available or willing. 

 There are very good reasons why staff oversight of storyline is important and valuable.   I'm not advocating for a mass change of policy or practice.  CD's storytelling and DM system allows for huge sweeping stories of truely epic significance such as our server plots and some very, very interesting personal plots and stories, which can have character-altering outcomes.    Yet, like any system it isn't perfect and it isn't for everyone and I can't help but feel like we do ourselves a disservice if we don't acknowledge that. 


I've already said a lot, so I'll leave it there - but to say again:   Please, please, this isn't intended as an attack or criticism of anyone.  I wouldn't be playing on CD if I didn't enjoy myself and see its merits and positives.   
Title: My struggle with XP lockdown
Post by: sneakyone on Dec 21, 2021, 09:55 AM
Wolfgar Avatar
This is a system that takes in consideration that none of us is in their teens anymore, most of us not even in their twenties. It offers pretty fair compromise to allow people to progress and live their lives.

Point by point:

"RP XP" does not encourage RP
- It encourages you to log in and play, it's only up to you what you like to do. You can RP. You can run dungeons. You can run around collecting balls. And that's the BEST thing about it.

It discourages activity
- If I get into fun RP or go into dungeon I enjoy I honestly don't care if I'm getting ticks or not. Neither should you. If you want to keep progressing and have more time it allows you to progress few different characters at even pace with their friends and allies. Also social servers are bad? It's characters living their lives. Being social is part of it.

In the end of the day, this is just a game and it should be easy to approach and fun
- I absolutely agree with that sentiment but I really believe the current system makes that fair compromise to have fun for everyone. From one extreme of having no fairy to the other extreme of completely unlimited combat XP the current system sits right in the middle. Sure the "most fun" might be in different spots for different players but it's the compromise so everyone is close enough to still have fun instead of being ideal for one player and terrible for another.
We certainly have completely opposite view on this. For me this doesn't seem like a fair compromise at all, it feels like a very strict reachout towards passive/social playstyle only. 

"- It encourages you to log in and play, it's only up to you what you like to do. You can RP. You can run dungeons. You can run around collecting balls. And that's the BEST thing about it."

There would be encouragement to log in even more without this system, it just kills motivation to do most of that. If some people would like "free xp" for their RP, I wouldn't mind them keeping the ticks. Though if possible I'd opt out of it myself because I don't get any enjoyment for leveling up for picking up snowballs.

Also I don't mean to bash social servers. If people just want to chitchat it's all fine with me, as long as they have fun. I don't care if they get free xp for doing so. It's not my thing though.

Title: My struggle with XP lockdown
Post by: Meadows on Dec 21, 2021, 11:04 AM
It may not work for you, but it's the healthiest system for the server overall

I'm not sure how long you've been playing NwN or how many different servers you've tried, but each roleplay server needs to find a delicate balance between : allowing people to level at a certain pace to keep their interest and dopamine hits, but also making sure they don't hit max level too fast and abandon their character once they 'run out of things to do' aka leveling. Therein lies the problem: leveling should not be your only thing to do.

As a server you also have to CATER to two different types of players: casual vs. consistent, those who can only game a little vs those who can sit on all day long

If you take away caps and RP xp requirement, people can and will shoot to max level, claim they're bored, make tons of alts, not engage in long-lasting RP or simply move to another server. You kind of have to protect players from themselves. It's not just powerlevelers who do this, regular players are tempted as well.

Thus, the current 'daily login' is a pretty genius system to keep people engaged and logging onto the server. Because as everyone knows, server pop numbers attract more logins, which generates RP. If you remove daily login numbers, server pop will dramatically drop, kiss your random RP encounters goodbye- no matter what other benefits you think will happen from removing the Daily RP XP system, keeping the server pop high is one of, if not the most beneficial thing you can do to generate RP. Regardless of all your other points, which are valid in many ways, this game is old, every player is different with different needs and we can't be idealists, but the one thing we all agree on is we want to play on a server with people. Population attracts activity and new blood. It's self-sustaining.

Not being able to engage in RP because of your Level is entirely made up

All the other stuff you think prevents RP like level difference, traveling with high levels, etc. is in your head- literally nothing outside an extremely achievable level 12 is preventing you from hanging out with them or even surviving in a dungeon. Switch to a bow to stay alive and 'help', become a healer with kits for the front line (no level requirement), keep invis potions on hand. Ask to be an apprentice. If you're higher level use less magic, RP training them in a lower dungeon, use cheap wands. On a high magic server where easy access to UMD, spells, elemental protect, dr items, stoneskin etc exists, there is no real excuse to hanging out with any level you want. They're all made up. I played for years on a level 1-40 server where everyone mingled all the time, the whole 'sorry i cant rp with you ur outside my level range' concept some servers have is bizarre and mindboggling and entirely manufactured by the server's culture. The only thing I can think of is the dungeons that don't let you enter until level 17, and that's only 10 dungeons, and I hope to god you're not only friends with epic levels bc of the dungeons they go to.


Other Forms of Progress
If you find yourself upset by one system, instead of wishing or asking for it to change, you can also just ask or look for alternatives. It sounds like you want a sense of progress and are frustrated you don't have that. I want to say that I agree with you, any server with level caps, RP requirements need multiple systems beyond RP XP to keep players truly engaged. CD has Bounties, as well as Forum Requests for events, items etc. but it could use more. You could ask for or do different things for progress like:

-An exploration XP system
-A crafting system (which I hear is being worked on- volunteer to help test it out, or bug/push whoever's on the project)
-Join a guild or start one. There's like, 3 new Yulash guilds.
-Host an event, or series of events relative to your character's goals. If you think most sources of RP are 'irrelevant' to your character or forced/OOC for them, you will have to CREATE your own sources
-Start a character business
-Start a unique character journal- write in it while you're IG
-I don't know if you're aware of Bounties, but try to find the dungeon list on the forums, they're another system of progress
*Most of these don't even require a DM 

Again, I don't know how much of an NwN RP veteran you are, but if you're frustrated by a system that everyone else seems to function with and has kept the server bustling, you may need to find other sources of progress and roleplay outside of it. You have a lot more control, power and creativity than you think you do, and no matter what great things you imagine will happen if this "restriction" is removed, you'll probably end up just as disappointed and bored without it as with it, because the problem is you're viewing leveling and dungeons as your only goal or source of RP.  

I also want to say something a little controversial which is:

Many of us spend way too long on this game. Having an enforced stop point for daily progress encourages us to chill out, go cook a meal, stretch our legs etc. It does not stop any other form of RP progress like the abovementioned projects, which can be accomplished without grinding, or levelup at all.

You will also find this same 'limiting' or 'cap' xp system in place on other top servers, like Ravenloft,  so I'm afraid it'll be hard for you to avoid. You may have to reevaluate your play style and server needs entirely.
Title: My struggle with XP lockdown
Post by: Jazzmyra on Dec 21, 2021, 11:47 AM
Chiming in with a little bit the admins like to say, the goal on this server is the journey not the end level. CD is all about characters growing and becoming more full fledged over time, and as someone who since soon three years knows only this server, I... Disagree, with basically everything. I have about 15 characters, most of them somewhere in between 13-19. I always come up with altohism. Do I regret creating new characters? Nope, not at all.

As meadows said, and from what I heard from those who switched to CD from other servers, CD is easily among the most fair and fun places with a generous yet not too fast forwarding level system that encourages RP between all different sorts of people and levels. And with the current number of players in all different level ranges, it's hard for me to imagine finding people to do content with is difficult.
Title: My struggle with XP lockdown
Post by: nr on Dec 21, 2021, 11:54 AM
I know the server, has in the past gone through multiple systems of levelling;  When I initially played, you began requiring roleplay xp much earlier and there was no daily fairy - you maybe, got xp if a dm happened to see you, and you were in the square when they were there - I think I reached about level thirteen or fourteen in about a year, and of that xp a marginal fraction was from any source other than the occasion, scarce, event.  I know at one point, they went the other route, and let people reach sixteen, before there was an xp requirement, and people literally flew threw levels. What you see now, is probably the best compromise, for what folks want to achieve - a paced levelling experience, where high levels are still readily achievable, where the bottlenecks are temporary and relatively few, and surely not as much of a halt to progression as some of what came before.  I'm saying all of that, because, having experienced what came before, this is a 10/10, would play again, A+, #1, delight of a gaming experience, and that will colour my opinions.



  "RP XP" does not encourage RP

If someone doesn't feel like roleplaying, there is no system that will encourage them to roleplay; You could entirely pull the system, and it would create no more rp for its absence. What it does do is slow progression and encourage you to interact with other people on some level; Sure, you could wander around exploring, random kill mobs endlessly for two and a half hours and burn your ticks down, but its just as much a encouragement to take time to create narratives, build relationships, with other characters - so you do have more reasons to involve yourself in plots and all of those other things that are intended as the primary form of character advancement.



   It discourages activity

I would argue it is a social server, in the sense that you're intended to socialize (although, hey, burn down those xp ticks any way you like). To me, characterizing a slowed pace of advancement tied to 'time in', or getting involved in storylines, as a social server would be a lot like comparing the server you describe as being an action server. Honestly, its probably more complex than that. I would say, the system discourages activity, if the activity you primarily enjoy is whapping things, which is fine, but at the same time the server admins have time and time again said that the server's primary method of advancement /is/ events, storyline involvement, all of that, and not whapping things.



   It severely restricts creating new characters

There are people on the server, that I swear have 30+ character vaults, as interest comes and goes; I have quite a few myself, I always tend to come back to the same few as my interests change, or the people I'm playing with dabble in their own ideas; The system, will slow you down if your intent is to grind out a ton of alts, when you have a few free days here or there, but from my perspective thats not necessarily a bad thing.



   It limits players' ability to create storylines

I'm more than happy to be corrected here, but in part I think the system is there to /discourage/ that kinda thing; Rolling throwaway villains, intended to foil pcs as you hop between six different narratives on other characters; Really, that supposed to be the domain of dm's here. Also, what you describe, would actually create an environment where people wouldn't even really consider the consequences associated with conflict - because you can just  grind up another character.  Here, if you're at odds with a player, there is the incentive to treat the scenario with the respect it deserves - because absolutely everyone has invested a great deal of time and effort into our shared storylines.



    It splits already small playerbase

I feel that, but there will always be a division among players, if the system divided the players between those that had the time to sit down and dungeon grind to 30, and those that preferred social interaction in the square? There would /still/ be a divide. Its actually why so many people roll alts, so they can travel with people, as well as do the square interaction thing. There is just no perfect system for what you're describing, aside from a shorter, fixed, level range. I don't want to sound dismissive, but to me this is just a case of 'it is, what it is'.



   It puts unfair and unnecessary stress on both players and DMs

The dm's here, generally sign up because they /want/ to run events, run content, murder player's beloved characters, and the number of them seem to keep growing, so I wouldn't consider that particularly a concern. Regarding the weight put on players, the daily log-in, the feeling that you need to sign up in events, I'd argue theres probably a like number of players who would be stressed by the thought that they have to run the lava goblins, again, and again, and again, to catch up to their friends who have been powering through it relentlessly and chasing ahead. In both systems, the source of stress is largely self-inflicted. At high levels, you miss a week of xp ticks? Big deal. I lost a month and change around the time of a surgery, but to be honest once you hit epics, you get used to being parked in a certain level range for longer periods, and your friends ability to outpace you is somewhat tempered by increasing requirements of rpxp. They will never fly that far ahead of you, unless you're fond of long vacations.



   In the end of the day, this is just a game and it should be easy to approach and fun

This is very subjective, for some people the pace of levelling as is, probably seems atrociously fast, for those people - being forced to interact in a setting where the people they rp'd with yesterday are suddenly master swordsmen a week later, might be unfun, or jarring, or knock them from the setting. There is no system, that will be ideal for everyone, and so CD has gone a fairly middle of the road approach with a mixture of combat xp, time in, and participation rewards. Does everyone adore the particular split of that mix? Of course not, but the same would be said any way they cut it - it certainly seems to be the system, that provides the most fun, for the most people though.

Title: My struggle with XP lockdown
Post by: Wolfgar on Dec 21, 2021, 01:35 PM
sneakyone Avatar
We certainly have completely opposite view on this. For me this doesn't seem like a fair compromise at all, it feels like a very strict reachout towards passive/social playstyle only. 

"- It encourages you to log in and play, it's only up to you what you like to do. You can RP. You can run dungeons. You can run around collecting balls. And that's the BEST thing about it."

There would be encouragement to log in even more without this system, it just kills motivation to do most of that. If some people would like "free xp" for their RP, I wouldn't mind them keeping the ticks. Though if possible I'd opt out of it myself because I don't get any enjoyment for leveling up for picking up snowballs.

Also I don't mean to bash social servers. If people just want to chitchat it's all fine with me, as long as they have fun. I don't care if they get free xp for doing so. It's not my thing though.



I think that minset is the entire problem really - the very "traditional" mindset of in DnD you get xp for killing things. But if you look at almost any modern pen and paper system pretty much all abandoned this idea. Because it's nonsence. The name of the thing is experience. Well anything can be experience. You're way more likely to improve your persuade by talking to people rather than bashing things over the head. Sure most characters are adventurers and that's why there's still combat xp element but I've always found idea of smashing things until you ding concept that fits much better into mmorpgs than experience focused on Roleplay.

I've been DMing pen and paper games since what... 2001 I think and I've never used the per kill experience once in any of my games, instead rewarding players based on their activity, actions, what their characters learned and how they've developed. And that's RP xp. On CD you can see the xp being split between combat, the deeds done (the DM events) and personal development and growth and that's the xp fairy. All of those together make sense way more than just picking one as the best and only one.  Why the idea of character getting experience for picking snowballs seems weird? Because my character while picking snowballs found playces they had no idea existed and learned way way more than from punting gobblins around for couple of hours. Exploration is none less wonderous than combat. Even if the character already knows the places and just jogs around for two hours I heard that's actually how you level up your physique in real life.
Title: My struggle with XP lockdown
Post by: sneakyone on Dec 21, 2021, 02:41 PM
Meadows Avatar
It may not work for you, but it's the healthiest system for the server overall

I'm not sure how long you've been playing NwN or how many different servers you've tried, but each roleplay server needs to find a delicate balance between : allowing people to level at a certain pace to keep their interest and dopamine hits, but also making sure they don't hit max level too fast and abandon their character once they 'run out of things to do' aka leveling. Therein lies the problem: leveling should not be your only thing to do.

As a server you also have to CATER to two different types of players: casual vs. consistent, those who can only game a little vs those who can sit on all day long

If you take away caps and RP xp requirement, people can and will shoot to max level, claim they're bored, make tons of alts, not engage in long-lasting RP or simply move to another server. You kind of have to protect players from themselves. It's not just powerlevelers who do this, regular players are tempted as well.
I have played NWN since it came out in 2002, it was my main game until 2012 and after that it's been on/off thing. I had 3 very long time servers, each of them had level cap at 40 and it was "relatively" fast to get there, maybe a little too fast for my taste tbh.

I agree it's important to keep people interested and engaged in long-term stuff, but there are other ways to do that than completely freezing the play. IIRC, all those 3 servers had some sort of ascension system at level 40. People, if they wanted, could make application for starting over if they wanted to keep the storyline going or change build or for whatever reason. Some did many iterations, some decided to stay at 40. For me hitting the level cap has never been end of the game, vice versa that's when you finally have doors open for all of the world.


I've been DMing pen and paper games since what... 2001 I think and I've never used the per kill experience once in any of my games, instead rewarding players based on their activity, actions, what their characters learned and how they've developed. And that's RP xp. On CD you can see the xp being split between combat, the deeds done (the DM events) and personal development and growth and that's the xp fairy. All of those together make sense way more than just picking one as the best and only one.  Why the idea of character getting experience for picking snowballs seems weird? Because my character while picking snowballs found playces they had no idea existed and learned way way more than from punting gobblins around for couple of hours. Exploration is none less wonderous than combat. Even if the character already knows the places and just jogs around for two hours I heard that's actually how you level up your physique in real life.
I have played PnP few times, a friend of mine was really deep into it long ago. I never enjoyed it myself, it was way too "hardcore" stuff for me. NWN is not strictly following DnD rules either because it was meant for broader audience. That's also one thing that needs balance so that hardcore roleplayers and common folk can enjoy it.. that's of course unless the server aims to be ultra realistic RP simulator.
Title: My struggle with XP lockdown
Post by: Edge on Dec 21, 2021, 05:49 PM
For me hitting the level cap has never been end of the game, vice versa that's when you finally have doors open for all of the world.

I think that's the big issue here. The idea that the world doesn't "open up" or "become available" until you reach the level cap is completely the opposite of what CD has always wanted. Instead the server is designed to open up slowly, as you gain levels you can access more of the server more safely, traveling farther from the server centers and into more dangerous territory - the farther you get from Arabel, the more dangerous things you're likely to encounter. (Yulash will be this way as well eventually, though it's a little haphazard at the moment.) And of course if you're skilled, lucky, or daring, you can head out earlier than expected into dangerous territory.

To be blunt, very little happens at level 30 on CD. Almost no DMs run events for those level ranges, and those who do only do so relatively rarely; of the non-HWC (i.e., Full Server Plotline) events this past year, I can think of maybe two or three series of events balanced around upper-Epic PCs, one of which only just had its first event last week. There's no dungeon content or extant loot for the 25+ tier yet, though it is in the works in several places. There's currently nothing available to or accessible solely to a level-30 PC that isn't available far earlier - currently somewhere around level 22-23 for Lava Goblins at the earliest, sooner if you're gutsy.

Instead, the majority of CD's activity tends to be around the mid- to late-teens. Most events are run for the level 12-18 range, that's when the in-game bounties and the majority of dungeons are balanced for, and that's where the majority of PCs tend to end up spending the majority of their time, many being retired or set aside for new/different PCs as they near or pass the Epic threshold. Which is exactly what the XP system was created to do, and exactly what it does - letting PCs get up to the level 10-12 range relatively quickly, the level at which the server actually does open up and allow them to explore the world more fully, then keeping them in that teens-level sweet spot for an extensive period of time, in which characters can build up the development and experiences they need to before reaching level 20 and applying for ascension into Epic.

If you come to CD expecting to hurry to 30 and only then have "doors open for all of the world", you will be exceedingly disappointed and miss out on almost everything the server has to offer.
Title: My struggle with XP lockdown
Post by: Fire Wraith on Dec 21, 2021, 09:28 PM
So to add to what several others have said, here is my basic take. I've played on a lot of servers with different paradigms, including "race to max level in order to participate" and "fixed level" where you start at the max level, with no leveling at all. CD's paradigm is one of gradual progression over time, of a developing story where characters begin as junior adventurers and eventually progress to becoming great heroes (or anti-heroes/villains). I find that having that progression happen organically to a degree is far more interesting and far more compelling than simply writing a backstory. Many times I've written up a concept for a new character to find that it simply doesn't work the way I'd thought, or that it wound up going in an entirely different direction. My longest running character is an example of this, and one who is still shaped by their experiences (old ones and more recent ones alike) to this day. And while that sort of thing isn't impossible in other leveling paradigms, my experience has been they're not as conducive to it, generally.

As the limits encouraging RP - no, there's really no way we can force people to be inventive or creative or anything. What we can do, is heavily encourage participation in things that are conducive to roleplay, stories, and so on. At one point we completely restricted it to that - you'd only get XP from Quest participation, or from a DM specifically seeing you engaged in roleplay. We found that had drawbacks, and over time we tweaked things to what we have today, where as long as you're active you'll earn a small amount of baseline XP. Can you just wander aimlessly and still earn it? Sure, but wouldn't you have a lot more fun doing so in a way that was participatory? Find a group to run a dungeon, even if it's not something you get combat xp for. Go find some people to talk with, even if it's about minor things - get to know those characters! And in the end if someone deliberately refuses to RP at all, and just mindlessly grinds - well, that's why there's a sanity check at level 20. We've only had it happen a couple of times in the history of the server though, thankfully.

What I would generally suggest is, find a way to get involved. Find a group to join in-character, or even see about making a new one if you can find a few like-minded sorts.
Title: My struggle with XP lockdown
Post by: Aliana on Dec 22, 2021, 04:38 AM
With any progression system, you have tradeoffs. You're never going to have general 'parity' with higher-level characters unless you have full leveling with combat experience or a level cap of 3 like some of the weird servers I've played for a total of 2 minutes.

The problem I would identify wouldn't be that it paces levels. As long as everyone in the past leveled at this rate or slower, then like it or lump it's a fair and proven system.

The issue more open to criticism are that it acts to restrict the maximum while having no catch-up. The existence of a tribe of proud never-twenties is acknowledged but the desire to push characters toward their most complete realization is a staple of the roleplaying game genre and isn't diminished to a subjective matter of taste by a minority achieving mid-level nirvana.

For people not embracing this mindset and desiring to move at the 'reasonable' pace that is set then it can reduce the number of characters they are willing or able to spend a few hours a day on. I can well agree that it would have unforeseen consequences to carelessly change how experience is rewarded as a blank cheque but it seems as though the best way to play a second character is either to split your focus every single day regardless of other preferences or obligations or simply to weave whatever cool roleplay idea you had into your first character.

Weekly Roleplay Experience instead of Daily
Weekly bonuses for characters that have been played a fair bit maybe only a day or two that gets you to something like 1500 for the week

I would steer clear of making caps fill up faster for characters identified as lagging because you can do less meaningful roleplay with a 'half day' in my opinion
Title: My struggle with XP lockdown
Post by: Philosophy on Dec 22, 2021, 08:40 AM
Like some other veteran players in this thread, I remember the days before the XP faerie was added. Then, reaching level 15 required a fair amount of time and fortitude. The upper teens were fairly rare, and the highest level characters on the server were in the low-mid 20s.

Needless to say, when I returned to the server after several years of hiatus with my own character, just shy of level 20, I was struck by a sense that progression is now trivialized.

But that's a good thing.

The introduction of the XP faerie was a boon. It absolved DMs of the need to monitor general RP and pass out experience, freeing more of their time up for plots. And it gave players a reasonable baseline progression mechanism so they didn't necessarily need to chase after limited slots in DM events that otherwise might not intrigue them. A win-win.

This conversation boils down to incentive structures. Any RP server's systems should, broadly, incentivize active and compelling roleplay while disincentivizing behaviors that are unduly disruptive or ultimately tedious for either players or staff.



With that in mind, here are my thoughts on the above, mostly in response to OP:

"RP XP" does not encourage RP
This is true in a strict sense; the XP faerie incentivizes people to log in every day and produce at a minimum tepid one-line emotes, or move around a bit, but nothing more. It's not clear to me that this is a preferable state of affairs to simply allowing people to remain silent and still get some of their XP. Certainly, I've felt that doing a dungeon, with a great deal of movement and area transitions, is a faster and more reliable way to hit the daily cap than standing in the square and chatting, where you might post too slowly to trigger the next tick of XP, or what-have-you.

I think that removing the checks for active chat events (and possibly movement, as well) would actually incentivize more of a willingness to engage in public RP, rather than less. It would put standing around and talking, with enough time to compose more detailed posts, on equal footing with other behaviors. Not a huge issue for me since I type a lot and rather quickly too, but definitely for some. Much more of an issue for me when I have a character in Yulash and there's no one around to type at, however.


It discourages activity
Disagree. One of the strengths of a server like CD is that you can log in and with some reliability find some public-facing character conversations. I say this having a lot of characters on a certain social server where I'll argue this kind of always-on popcorn entertainment is actually somewhat less accessible.


It severely restricts creating new characters
Agree. Alting on CD and expecting your alts to progress is something that is ultimately going to be a multi-year proposition, or maybe a bit quicker if you have nothing going on in your life and spend 16 hour stretches logged in. Maybe that's desired for some reason I can't fathom - but it's one of those things that strikes me as unduly tedious for players when it doesn't have to be.


It limits players' ability to create storylines
Disagree. The hard distinction between staff members and players is what really does this. CD is a very traditional RP server, much like others in the Myth Drannor 'family', and as such players really have no control over the game world without the explicit approval of staff. DM plotlines shape the collective narrative - and player initiatives only do so when they attract DM oversight.

There are arguments for and against, but it is what it is, and I highly doubt this norm is changing.


It splits already small playerbase
Somewhat agree, if we suppose that participating in dungeon crawls or joining the same events is the sole means of interaction between characters. It's a major one - but not the only one. Can RP with a high level on a low level and vice versa just fine. For better or worse, though, EE has given this creaking old relic of a game a new lease on life - and the slow decline of more niche servers has lead to consolidation. I think CD's playerbase is doing just fine right now.


It puts unfair and unnecessary stress on both players and DMs
So, in this case, we're not really talking about the XP faerie so much as the whole model. Broadly agree with this. The bottom line, IMO, is that DM'd events should be compelling on their own merits, and that they should not be a vehicle for cynical XP acquisition. There's of course a (valid - I mean, it's NWN) concern over favoritism, but there's also the more simple reality that good storycraft can stand on its own.

With that said, I doubt anything is going to change about the granting of XP as it pertains to events. I'll simply suggest that the staff might have an easier time distinguishing between sincere interest in certain plots and tepid involvement for the sake of experience if a change were made. And, as a result, reduce the possibility of humoring people who aren't there for genuine reasons.


In the end of the day, this is just a game and it should be easy to approach and fun
For me this is the most important point in the thread, and it's the one I'll actually make some suggestions about. A long time ago, a close friend of mine wrote the XP faerie script for CD - and as far as I can tell, it's remained pretty much unchanged since then. We went off to start our own server and made a few changes that were ultimately positive, in my view, and intended to make our XP system more approachable. The below are variations thereof - and they were mostly well-received, so they can work.



Suggestions:
  1. Change the daily XP faerie cap to a weekly XP faerie cap. Aliana mentioned this above. Completely agree. Miss a few days during the week? No problem, people have jobs. Just catch up on the weekend or whatever. Can preserve the exact same rate of automated progression while providing players more flexibility. Easy win.
  2. Make things easier for alts by having some multiplied XP weekends, or something to effect, where you can double or triple your faerie XP during that time period. This shouldn't hasten the pace too drastically for main characters, but may incentivize people to log in with their less frequently played characters and catch up. Not too certain of the details - would require a bit more thought. Could script it up such that the bonuses apply only to the lower level characters in any given vault, too, maybe.
  3. Put combat XP and event XP on equal footing, with the XP faerie as the sole means to acquire what is presently referred to as "DM XP". Likely controversial and probably won't happen, but it strikes me as both a win for potentially overworked DMs and for players who either can't attend many DM'd events or ultimately don't have an interest in <insert current main storyline>. There's nothing wrong with that, IMO. Not every event fits every concept - and when players dogpile for the sake of XP, it can turn a plot that might be more focused into a less coherent soup.



Ultimately, I will say that the current state of affairs is hardly a deal-breaker. But I do come at this from the perspective of a veteran with some ideas, rather than a new player who might be shocked at this style of progression.
Title: My struggle with XP lockdown
Post by: Wolfgar on Dec 22, 2021, 08:59 AM
The weekly xp cap rather than daily gets discussed every few months and the arguments against it are always the same, instead of showing up daily some characters would only appear once a week and then disappear, less activity, less interest and so on and I kinda agree with all of those. But then you have daily xp with the stress to catch up and make it and people hopping from character to character to get their ticks everywhere and... it almost makes me think day is too short and week is too long. In a way something like 2-3 days would probably be ideal. It's not as intuitive than day or week but it'd take away stress about missing a day and give you more time to spend on single character without missing on another while not having the long pauses of weekly cap.

I like current system but this is the only change I think could be really positive.
Title: My struggle with XP lockdown
Post by: Aliana on Dec 22, 2021, 09:26 AM
I really enjoyed Philosophy's post.



While I will say even causing mobs to give 1xp/kill overcap would result in bloody-minded genocide on my end and probably isn't the best way to handle-things it might be nice if there was some way to substitute for Event XP by completing a weekly quest for dungeons within your level range. With this amount being subtracted from less 'regular' rewards.

Wolfgar Avatar
The weekly xp cap rather than daily gets discussed every few months and the arguments against it are always the same, instead of showing up daily some characters would only appear once a week and then disappear, less activity, less interest and so on and I kinda agree with all of those. But then you have daily xp with the stress to catch up and make it and people hopping from character to character to get their ticks everywhere and... it almost makes me think day is too short and week is too long. In a way something like 2-3 days would probably be ideal. It's not as intuitive than day or week but it'd take away stress about missing a day and give you more time to spend on single character without missing on another while not having the long pauses of weekly cap.

I like current system but this is the only change I think could be really positive.

I think the sad truth is that this is simply more noticeable when it's an absence of several days versus someone saying 'Well I have to go touch myself for 8 hours or the Dancing Lady will not grant me her boons' to quote something one of my characters might legitimately use to disentangle herself from a gathering so I could balance out my progression.

Where engaging roleplay occurs this actually heavily penalizes characters that stay the course with what they are doing. I'm not sure Weekly Caps would obviate this problem. Perhaps allowing the experience fairy to dole out 900 XP in a single day and simply refreshing the cap by 300 every reset would be the best solution.

If a strict weekly cap then a rate of 15/tick with 10/tick and 5/tick as you begin to frontload.
Title: My struggle with XP lockdown
Post by: Garage Trashcan on Dec 22, 2021, 10:43 AM
This always comes up every so often, and there's an important point to elaborate on that Edge briefly mentioned.

This has not always been how XP progression has worked. In 15+ years of server history, we've gone through baker's dozen iterations of the implementation. How fast you earn XP, how much, how high you can level without it, etc. This has all been tried, tested, tried again, altered, tweaked, and has become the best "balance" of how do do things, if imperfect, but it's how it's preferred to be done by the staff here. At the end of the day, it's not for everyone.

And this was all before we had an incredibly active DM staff. We had to implement ways for multiple events to be run simultaneously in a smooth way because there was literally not enough room on the calendar anymore. New events have to get scheduled 6+ weeks out sometimes. The daily RPXP is supposed to be "supplemental" with DM events being the "primary" source of XP, but in practice this is actually the opposite and, as an old fart, I think it should actually be slower. The New Player Race to 20 breeds burnout IMO and, once you're 20, there's no new content for you to do.

Take your time and enjoy the ride.
Title: My struggle with XP lockdown
Post by: sneakyone on Dec 22, 2021, 11:44 AM
Kudos to Philosophy and Aliana, very interesting points and ideas.

Personally I sort of like the idea of longer perioid buffer for XP, at least for me time goes so fast that week isn't too long at all. However for me it's not just about getting xp, like I said I kinda dislike getting it for free. When I log in I sort of like to have even a vague plan what to do if there's no instant interesting RP happening. Maybe that's just my weakness but I like to do stuff and have challenges. If there was a weekly cap on XP and maybe weekly resetting bounties, I'd trade my free ticks into that option immediately. However I doubt that kind of option is possible?
Title: My struggle with XP lockdown
Post by: The Red Mage on Dec 22, 2021, 12:26 PM
Weekly caps or resetting bounties are counter intuitive to creating roleplay to me. I'd rather people be on doing little to nothing everyday and be available than grind a weekly once a week or twice a week.

This server may not be set up to reward player initiative very well or player created content, but at the same time, if you're not worried about the reward, or want to be rewarded for other things, then perhaps a perspective change?

If you log in, take initiative to create the RP atmosphere and opportunity you'd like to see and would like to get rewarded for, then the same ticks will do just that for you.
Title: My struggle with XP lockdown
Post by: Wolfgar on Dec 22, 2021, 12:51 PM
Week is way too long time period, I fully agree on that. 2 or 3 day buffer now that sounds actually great. Same progress speed we have now and the system I enjoy but without the stress of having to get to the cap daily, juggling characters and feeling guilty when I miss it. And yes I absolutely know I shouldn't worry that much about it but tell that to my weird brain. With like three day buffer I could take a day to focus on one character without worry I'm missing on another and focus on them next day whithout creating the "long pauses" that had been main argument against weekly xp. Or you can keep getting your daily 300 as you're used to.

Question of course is how hard would it be to script something like you get 300rpxp daily and they stack up to the cap of X but with Fox magic everything is probably possible. That is of course if admins might like the idea enough to consider it.
Title: My struggle with XP lockdown
Post by: Nokteronoth on Dec 22, 2021, 01:10 PM
I would like to note, off hand, that we keep very good track of all events run, all XP handed out, who signs up for events, who participates, and who is quested most often. There are spreadsheets upon spreadsheets upon spreadsheets of data on every little thing, and we try to spread out questing and actively discourage people 'hogging' quest spots most often, especially with locked rosters.

~BR
Title: My struggle with XP lockdown
Post by: Edge on Dec 22, 2021, 02:10 PM
Yep. It's why in many quest sign-ups you'll see the DM say something like "I reserve the right to alt players who are highly active" - this means removing players who are in a lot of other events from the sign-up list and putting them in a backup/alternate (thus "alt") slot, rather than wherever they would be put under the normal first-come first-serve signup system.
Title: My struggle with XP lockdown
Post by: on Dec 22, 2021, 09:11 PM
Simple solution.  Ignore the numbers.
Title: My struggle with XP lockdown
Post by: Aliana on Dec 22, 2021, 09:42 PM
sornduskryn Avatar
Simple solution.  Ignore the numbers.
How droll. Perhaps there should be a hard mode progression for players that find numbers to be an unwelcome distraction from their more rarefied immersion preferences. Then we may cease to debate whether is is a good thing to be rewarded with experience or if the correct approach is the stoic indifference of a Marcus Aurelius.

More in response to Belladonna; I can understand that from the perspective of the admin staff that it may be assumed that players will remain for 3 or 4 years to 'get there in the end' or 'savour the journey' when it comes to progressing multiple characters but as someone that finds exploring different backgrounds, dispositions and philosophies there is a very tangible feeling that i'm playing the server wrong when I have to spend 9 hours a day to keep progression within the 2 year box.
Title: My struggle with XP lockdown
Post by: The Red Mage on Dec 22, 2021, 09:48 PM
Aliana Avatar
sornduskryn Avatar
Simple solution.  Ignore the numbers.
How droll. Perhaps there should be a hard mode progression for players that find numbers to be an unwelcome distraction from their more rarefied immersion preferences. Then we may cease to debate whether is is a good thing to be rewarded with experience or if the correct approach is the stoic indifference of a Marcus Aurelius.

More in response to Belladonna; I can understand that from the perspective of the admin staff that it may be assumed that players will remain for 3 or 4 years to 'get there in the end' or 'savour the journey' when it comes to progressing multiple characters but as someone that finds exploring different backgrounds, dispositions and philosophies there is a very tangible feeling that i'm playing the server wrong when I have to spend 9 hours a day to keep progression within the 2 year box.
As someone with dozens and dozens of characters, I can sympathize with this. The last part. The best advice I can have is enjoy your characters and your time. Please don't feel compelled to cap every character or even one character every day. With this system, progress is inevitable if you put in the time. And it'll always be there waiting on you, at least, in tic-form if you can't make events. I've retired four epics now since 2019, and I've still two in my vault and lots of higher teens. It'll come. But please, enjoy yourself, and do explore those different backgrounds and narratives if that's what drives you to make compelling stories for others to share in. It'll come--and if it doesn't, epics aren't a big deal anyway. As others have said, the real meat and potatoes of the server is from levels 13-19ish. 
Title: My struggle with XP lockdown
Post by: Edge on Dec 22, 2021, 09:58 PM
Aliana Avatar
More in response to Belladonna; I can understand that from the perspective of the admin staff that it may be assumed that players will remain for 3 or 4 years to 'get there in the end' or 'savour the journey' when it comes to progressing multiple characters but as someone that finds exploring different backgrounds, dispositions and philosophies there is a very tangible feeling that i'm playing the server wrong when I have to spend 9 hours a day to keep progression within the 2 year box.

As someone who likewise plays a ton of characters, that sounds about right. 2-4 years to get a character from creation to level 20, playing them most of the time with a few other characters interspersed. Hells, I've been here since the server was started and I still don't have a single level 30, and only a small handful of epics.

Obviously goes much faster if you play solely one PC or prioritize one until they hit epic or some other cap of choice before playing another. If you're wanting to hit 30 in 2 years, though, that's basically the only way to do it.
Title: My struggle with XP lockdown
Post by: vorpalspork on Dec 22, 2021, 11:40 PM
Just one comment since I noticed that it is tracked who signs up for and attends events. Just hope it isn't used as some sort of metric about how active or involved someone is. I would attend events, but they are not held in my time zone. Doesn't mean I'm not trying to be active and involved. A side note to this is that for the minority of odd time zone players who never get RP xp from events, the system makes progress even slower. However, I don't think it's possible to make a system that works perfectly equally for everyone, so not suggesting any changes. Seems clear that you want it to take years to hit max level, and this system does that.
Title: My struggle with XP lockdown
Post by: Fire Wraith on Dec 22, 2021, 11:45 PM
The thing to keep in mind, too, as has been stated here, CD isn't a server where you need to be level 30 to tell your character's story. If anything, a lot of the action tends to focus on lower levels, and the level 30s are often something of an afterthought only called in for the most dire of circumstances. While we're working to address that, the point is more to say that oftentimes level 30 is the end, rather than the beginning, of many characters' stories. Your story is told over the course of your level progression, rather than occuring only at the maximum level (which is the case on many servers).

For instance, Edge has played any number of characters over the past decade and a half, none of whom have reached level 30, yet he's still had some amazing and engaged storylines and character experiences/participation. Level 30 wouldn't have made things any different for any of those characters. No one is going to be threatening to PVP you if you're not rushing through levels. And while there are a few things that are level limited, they're set that way to ensure that people still have interesting/rewarding content to run with dungeons, and don't just wind up immediately decked out in the best gear.

vorpalspork Avatar
Just one comment since I noticed that it is tracked who signs up for and attends events. Just hope it isn't used as some sort of metric about how active or involved someone is. I would attend events, but they are not held in my time zone. Doesn't mean I'm not trying to be active and involved. A side note to this is that for the minority of odd time zone players who never get RP xp from events, the system makes progress even slower. However, I don't think it's possible to make a system that works perfectly equally for everyone, so not suggesting any changes. Seems clear that you want it to take years to hit max level, and this system does that.
To remark on this - no, we don't punish people for it. That's partly why we have systems in place to make sure you're not completely SOL if you're playing from an unusual time zone (and are working to recruit and train up worldwide DMs as best we can). About the only thing we'd really ask is to demonstrate character roleplay and growth for eventual advancement, and that can be done via forum and IC actions, too, even if it's not as immediately rewarding. Furthermore, even participation isn't some guarantee that someone roleplays well either - we've had cases where a player would sign/show up, and then be an absolute bump on the log remaining silent throughout the entire quest. That's not ideal, and we'd probably raise eyebrows if that's all we saw from someone, etc.
Title: My struggle with XP lockdown
Post by: Nokteronoth on Dec 23, 2021, 01:44 AM
Our tracking XP and the like is also part of making sure that DMs don't show particular favoritism to any player or group of players, either in the way of XP or items.

~BR
Title: My struggle with XP lockdown
Post by: on Dec 24, 2021, 04:42 PM
To roleplay out situations, emotional journies and histories and so on through conversations, discoveries, and quests(When they happen) is really what this whole thing is about, if the numbers are focused on the whole experience is downgraded as a result.

And really that's what I should've said, but eh.  I realize not everyone plays that way.
Title: My struggle with XP lockdown
Post by: forsetis on Dec 30, 2021, 01:28 AM
Just an idea here. But I think it would be nice if after the tik hit 300, it switched from 15xp, to 1xp. That way if you're on and playing, you still experience forward progression for your roleplay/activity.
Title: My struggle with XP lockdown
Post by: trylobyte on Dec 30, 2021, 04:10 AM
One more thing to toss in here is that level is actually somewhat irrelevant when it comes to CD.  DM events scale to the average level and abilities of the characters in them (or at least the DMs try to make sure they do) which means that gaining levels doesn't win you any power in those events; as you get stronger so too do the foes. You get access to more dungeons and better gear, yeah, but honestly once you hit level 18 you can access all the mechanical content the server has to offer.  Level 15 is the 'biggest' level in terms of unlocking content and gear, and is probably the most interesting dungeon-wise.  Blowing past it just means you'll get bored faster.

Further, I've been on servers where you could rush to max level and when that was an option that's exactly what people would do - They wouldn't engage in any serious roleplay until they hit that maximum level, and at that point they had no way to distinguish themselves outside of their mechanical builds.  You wound up with a bunch of superpowered blank slates nobody had ever heard of who were effectively equal to the legendary heroes of the realm in mechanical combat because they were all the same level and you couldn't go any higher; there was nothing to distinguish those legendary heroes from a random character someone made a month ago as a joke.   As a roleplayer?  That sucks.  It's difficult to interact with a character who either doesn't have a story at all because they've never had the time to develop it or a character that's basically finished their story already and has no need or means to progress beyond the concept the player already had in their mind.  There was no need to grow and evolve the character's mindset and attitude, so they didn't, and the characters had no accomplishments to their name, but that didn't matter.  And people who did choose to take the slow path and not level up to the maximum right away?  They got left in the dust and most often ignored because everyone was expected to rush to the maximum.
Title: My struggle with XP lockdown
Post by: Edge on Dec 30, 2021, 10:00 AM
And people who did choose to take the slow path and not level up to the maximum right away?  They got left in the dust and most often ignored because everyone was expected to rush to the maximum.

This was definitely my experience on the one server that I played on that was balanced around the "all significant RP happens at level cap" paradigm. Having never played on such a server before I (and those I played with) took our time, built up our characters and pursued RP concepts as we leveled, and found ourselves regularly blown past by characters who came after us who were power-leveling up to 30, and often had to sit out of events because we weren't at endgame level.

But in turn, we got to 30 eventually and had solid, thorough characters and concepts, and it was definitely noticeable between the characters who had been there for years and had had the time to build up backstories and characterization and the brand new folks who had blasted their way to 30 only just recently and hadn't really fleshed out yet.
Title: My struggle with XP lockdown
Post by: snorriht on Jan 08, 2022, 10:17 PM
Edge Avatar
And people who did choose to take the slow path and not level up to the maximum right away?  They got left in the dust and most often ignored because everyone was expected to rush to the maximum.
This was definitely my experience on the one server that I played on that was balanced around the "all significant RP happens at level cap" paradigm. Having never played on such a server before I (and those I played with) took our time, built up our characters and pursued RP concepts as we leveled, and found ourselves regularly blown past by characters who came after us who were power-leveling up to 30, and often had to sit out of events because we weren't at endgame level.

But in turn, we got to 30 eventually and had solid, thorough characters and concepts, and it was definitely noticeable between the characters who had been there for years and had had the time to build up backstories and characterization and the brand new folks who had blasted their way to 30 only just recently and hadn't really fleshed out yet.
I had a contrasting experience playing on a hardcore server, in that the roleplay happened before level 20.

This was because the epic level content was content so brutal, only cookie-cutter builds were needed, and were welcome in parties.

It took me two years to get my caster cleric to epic level, with a rich history of roleplay, relationships, plots and fun for all. And after epic level, she was a heal-bot. It was a total let-down for me.

And I was one of the lucky ones! Melee-oriented Clerics were almost non-viable in epic levels, due to the amount of dispel, and dispel-on-hit spam. 

Most roleplay-oriented characters retired there early teens, because it was extremely difficult to level, and soloing was near suicidal.
Title: My struggle with XP lockdown
Post by: Edge on Jan 09, 2022, 12:38 AM
I've admittedly never played on a hardcore server, so I can't really comment.
Title: My struggle with XP lockdown
Post by: snorriht on Jan 09, 2022, 01:28 AM
Edge Avatar
I've admittedly never played on a hardcore server, so I can't really comment.
I wouldn't play on a hardcore server again. 

CD has got it right with the wild ride to 11th level, slow braking with RP XP, and plenty of gold. More time to experiment, explore and be social in the fun teens.
Title: My struggle with XP lockdown
Post by: Wolfgar on Jan 09, 2022, 11:23 AM
snorriht Avatar
I had a contrasting experience playing on a hardcore server, in that the roleplay happened before level 20.

This was because the epic level content was content so brutal, only cookie-cutter builds were needed, and were welcome in parties.

It took me two years to get my caster cleric to epic level, with a rich history of roleplay, relationships, plots and fun for all. And after epic level, she was a heal-bot. It was a total let-down for me.

And I was one of the lucky ones! Melee-oriented Clerics were almost non-viable in epic levels, due to the amount of dispel, and dispel-on-hit spam. 

Most roleplay-oriented characters retired there early teens, because it was extremely difficult to level, and soloing was near suicidal.

Ah yes, you can either play on hardcore server or have fun but not both.
Title: My struggle with XP lockdown
Post by: on Jan 09, 2022, 12:36 PM
My experience with a hardcore server was a lot of Rp happened all over, however, everyone chose to level up quickly to get the good stuff.  Good roleplay happened, but never seemed to stick if you were not in the right group.  A lot of corruption and that brought the whole system down.
Title: My struggle with XP lockdown
Post by: Eruheran on Jan 12, 2022, 03:44 AM
forsetis Avatar
Just an idea here. But I think it would be nice if after the tik hit 300, it switched from 15xp, to 1xp. That way if you're on and playing, you still experience forward progression for your roleplay/activity.
I actually think this is a decent idea. Currently I've noticed a lot that some people log in to Arabel center or wherever, purely for the sake of getting their rp xp for the day, by doing seemingly meaningless rp. Once the quota is filled, they log off to presumably do something else, and I don't blame them.

When you reach the rp xp cap for the day you are essentially done when it comes to mechanical progression towards a lvl up, and it can lead to a feeling of being stuck. Now I do believe that roleplay can be its own reward, and should be it's own reward, and I do understand that the current system is much more advanced than the old one, but that doesn't mean it can't get better. There's always room for improvement.

The current xp system is decent, but it doesn't necessarily encourage good rp. It's actually not that easy to design a system that, on it's own, encourages good rp. So what could? Well going back to the quoted post, this will encourage people to rp more, which in turn should help them improve their rp skills. I also think that the reduced tick of 1 rp xp would not break the servers pace of progression.

For example if it took you 2 hours to get 300 rp xp off of 15 xp per tick, that means that 1 hour is worth 10 ticks. Now if there was reduced rp xp after the cap of 300 has been reached, 1 hour would be 10 rp xp, and 30 hours to reach the same amount of xp as when you were earning it at the rate of 15xp per tick.

I do think this will not only encourage people to engage in better rp as they reach the cap, but in keeping up that rp, those who are not presently advancing their personal stories or faction related rp (heavier, super purposeful rp) would then still feel like they're being rewarded, and would likely put forward more effort to keep rp going, which would serve to enrich the atmosphere and server rp quality. At the same time, the amount you'd get isn't so much that you'd feel like you're missing out on a lot by not playing the game, which is a good, healthy thing.

Fear of missing out is never healthy, plus, this will also help others avoid the feeling that if they don't get into a DM quest or similar, that they can't progress more.

Hope that makes sense, and it's my two cents about this.
Title: My struggle with XP lockdown
Post by: Running With Razors on Jan 12, 2022, 06:05 AM
forsetis Avatar
Just an idea here. But I think it would be nice if after the tik hit 300, it switched from 15xp, to 1xp. That way if you're on and playing, you still experience forward progression for your roleplay/activity.
I'd personally switch it from 15 to 5. You'd be still lowering it significantly without turning it into something as meaningless as earning a single exp point every once in a while.
Title: My struggle with XP lockdown
Post by: Eruheran on Jan 12, 2022, 06:42 AM
Running With Razors Avatar
I'd personally switch it from 15 to 5. You'd be still lowering it significantly without turning it into something as meaningless as earning a single exp point every once in a while.
I think the reason why something uncapped like this isn't already in effect is because the Admins don't want people to be able to rush progression just by staying on the server for an absurd amount of time. If someone were to spend, lets say, twelve hours with this in place, they'd get (assuming 2 hours of rp is worth 300 rp xp) 300  + (5x10x10= 500) = 800 rp xp, which is impactful, and I believe this rate would vastly increase how people progress through levels, which is more likely to not be approved and therefore end up a hill which I would rather not die on to see any improvement.

It is a healthy thing to not feel bound to any one thing to miss out on purposeful progression. That is why I think if this were to be an implemented change, the most it should be is 2 rp xp per tick, if not just 1. The reason is that you'll end up with players thinking "If I go just a bit longer, I'll be able to progress more, and if I stop, I'll fall behind." Currently as proven by other threads in the forum, that is how some feel about DM Quests. They feel like if they can't get in one, they'll miss out, they'll fall behind, they won't progress as they'd like.

1-2 rp xp reduced after hitting the cap will still rack up after a while, but it won't be enough to where players will feel like they're missing out on a lot of progression by not no-lifing the game.

Overall, the base idea is something that I think would be really cool to see, ultimately it's up to the admins, and I understand if they want to preserve the rate of progression, but I do feel that this will help ease some players minds and hearts when it comes to fear of missing out.
Title: My struggle with XP lockdown
Post by: Philosophy on Jan 14, 2022, 02:52 PM
trylobyte Avatar
Further, I've been on servers where you could rush to max level and when that was an option that's exactly what people would do - They wouldn't engage in any serious roleplay until they hit that maximum level, and at that point they had no way to distinguish themselves outside of their mechanical builds.  You wound up with a bunch of superpowered blank slates nobody had ever heard of who were effectively equal to the legendary heroes of the realm in mechanical combat because they were all the same level and you couldn't go any higher; there was nothing to distinguish those legendary heroes from a random character someone made a month ago as a joke.   As a roleplayer?  That sucks.  It's difficult to interact with a character who either doesn't have a story at all because they've never had the time to develop it or a character that's basically finished their story already and has no need or means to progress beyond the concept the player already had in their mind.  There was no need to grow and evolve the character's mindset and attitude, so they didn't, and the characters had no accomplishments to their name, but that didn't matter.  And people who did choose to take the slow path and not level up to the maximum right away?  They got left in the dust and most often ignored because everyone was expected to rush to the maximum.

This is a conflation; mechanical competency and 'legendary status' are not the same thing. On servers where you reach max level quickly, you distinguish yourself strictly through your roleplay. Or, put another way, if the only thing a character has going for her is a personally favorable level discrepancy, the player has necessarily failed to make that character interesting.

On conventional RP servers, of which CD is an example, it seems that there's a subset of people who unfortunately rely on 'time spent logged in' and 'proximity to DM attention' as indications of roleplay merit. Not the case, never has been the case. More obvious on places where these things are flattened or otherwise irrelevant.
Title: My struggle with XP lockdown
Post by: trylobyte on Jan 14, 2022, 08:14 PM
Philosophy Avatar
This is a conflation; mechanical competency and 'legendary status' are not the same thing. On servers where you reach max level quickly, you distinguish yourself strictly through your roleplay. Or, put another way, if the only thing a character has going for her is a personally favorable level discrepancy, the player has necessarily failed to make that character interesting.

On conventional RP servers, of which CD is an example, it seems that there's a subset of people who unfortunately rely on 'time spent logged in' and 'proximity to DM attention' as indications of roleplay merit. Not the case, never has been the case. More obvious on places where these things are flattened or otherwise irrelevant.
Correct, mechanical competency and 'legendary status' are not the same thing.  However, there are two points I would like to mention.

'Time spent logged in' and 'Proximity to DM attention' are major factors that drive a character's reputation regardless of whether or not they come with levels unless DM events aren't a major part of the server.  If you wanna build a legendary reputation you need to get involved in legendary things, and that means spending a lot of time logged in, meeting a lot of people, and getting involved in a lot of events.  Great roleplay helps, certainly, but if you're not around and not doing things you're not gonna get much of a reputation.  All that mechanical equality does is allow mechanics to damage those reputations (Elminster would lose a lot of his specialness if every other wizard could beat him up and take his lunch money) and diminish consequences for bad roleplay.

Let's talk about those consequences.  If leveling is quick and efficient and everyone caps at the same level, then there's not as much of a consequence for losing a character.  Not only does this diminish the dramatic impact of a veteran character dying (they are, mechanically, easily replaceable) but it changes the dynamic of the whole server's roleplay.  This gives a lot of power to disruptive evil factions and outright griefers because there's actually not much consequence to getting caught.  Lost your evil necromancer?  Eh, roll up another one, no big deal since you'll be max level again in two weeks.  I've seen this happen a lot, creating huge swings in a server's roleplay and granting a surprising amount of power to OOC cliques, since they can all agree to roll up a big group of related characters who become a powerhouse faction overnight.  Alternatively, it can encourage DMs to turn plots into meat grinders ('Why're you upset about losing a character, just roll another one') or create problems getting attached to characters because they might wind up being dead in three months (See also, Game of Thrones).  None of these things are exactly good for a server's long-term health.

Edit:  Ultimately, we have different experiences when it comes to this sort of thing and indeed it depends largely on the community.  I'm glad that you were able to find a community that could handle it.  I've been a part of some of them, too.  In my experience, though, all those communities had one thing in common - They were small.  I've not been in a community the size of CD that this has worked well in for the reasons I mentioned above, and even in the smaller ones they could cause problems.  Having fun with your paladin?  Well, half the community decided it would be fun to roll up drow this month, so now you have nobody to interact with and if you try to be too paladin around them they'll kick your butt!